The game is currently available at
The Game Crafter.
However, I regularly place orders with them so if you live in Sweden and are interested in a copy,
please feel free to contact me.
How does this game differ from the rest of the Nova Suecia games?
First of all, it's a card game. Nevertheless, behind the cards (literally, in the case of the dissident and the informer) hide many of the characteristics known from the Nova Suecia series: the absence of randomness as the players choose whom to exchange cards with, the balance between cooperation and competition where the comrades win together but never know who currently is against them, and the historical theme. The theme may be different from the Swedish 17th century but the ambition to include authentic details wherever they fit the game remains the same. Player who enjoyed the Nova Suecia series will find a lot to enjoy in this totalitarian regime as well.
What makes Comrade different from other games?
There are many deduction games with hidden identities but not that many where the identities shift as well. Since the cards keep changing hands, you will never be certain who is currently with you and who is against you.
As a chairman, who should I select to vote?
If you have the dissident card, select the comrades you think have seen it and avoid the informer. If you have the informer card, select the comrades you think haven't seen the dissident card. Alternatively, if you have a number of suspected dissidents, select them and see if someone votes against freedom (which may indicate that he or she is the dissident).
As a dissident, how should I play?
Above all, avoid the informer. If you have seen the informer recently, you may assume that the card has been passed on and give your card to the most recent informers. If you haven't seen the informer recently, it may be risky to give the card to a comrade voting for the party (since that may be the informer) and better to give the card to someone who has already seen it. Be careful with keeping the card too long as it gets "hotter" the longer you have it.
As an informer, how should I play?
Above all, keep your identity secret as it will be difficult to get rid of a "stained" card. Instead, act as the majority of the comrades, voting against freedom when few have seen the dissident card (to attract the dissident to you) and for freedom when many have seen it to trigger a committe where you may infiltrate and reveal the dissident.
As a comrade, how should I play?
It depends on what you know about the whereabouts of the dissident card and the informer card. If you know where the informer card is, avoid it while trying to get yourself and other comrades to the vote. If you know where the dissident card is, you may either play for a freedom victory as above or trying to get the informer card and win a party victory for yourself.
About the Rules
How is the game best taught to others?
Explain the three roles of the game (dissident, informer and comrade) and how they differ in terms of objectives (the dissident wants to be played to comrades and the informer to the dissident). Walk through the three phases of vote, committee and interrogation with hints on how the different roles may be played. Emphasize the importance of bluffing and deceiving. Since the game is so fast, play a practice session rather than going into detailed scenarios.
As a comrade, may I agree to take a case to the committee even if I haven't seen the dissident card and gamble that I will be lucky and guess the right freedom word?
Yes, but it's a gamble since a failed vote (or the presence of the informer) will compromise the dissident.
If I give away the informer card, may I warn the other players?
Yes, as long as you don't physically reveal a card, you may say anything about it. It's up to the other players to decide whom to trust.